Hello everyone and welcome to a new section.
In this section I'm gonna be showing you
how you can turn your render engine from
cycles over to EV and
convert your whole scene into that render engine.
Av is quite different from cycles,
lighting, glass, reflections.
All of that works much differently.
And I'm going to be talking about how it works and how
to optimize your scene to make it look really nice.
So let's go ahead and get started.
Here is our final scene,
it using the Cycles Render Engine.
And before you change anything,
make sure you save it as
a new blend file so you can
always go back to your one in cycles.
So with this blend file selected,
I'm going to press Control Shift and
S to save it as a new blender file.
I'm going to call it EV Tutorial
3 because I've tried to record this three times so far.
And once you've done that, you can click on Save As.
Now that we've saved it as a new blender file,
we can go to the EV render engine and not
have to worry about messing
anything up in these cycles version.
So let's switch over to EV.
Let's take a look at our scene by hitting
Z and going into rendered view.
This might take a couple of minutes
or you can see there it was pretty quick.
And you can see our scene doesn't really look that great.
The windows are currently not
working and we'll fix that in just a second.
But first off, I wanted to
fix some of the Render Settings.
I'm going to zoom in over here
and show you what some of these do.
First off, we're going to turn on ambient inclusion.
You can see this adds a little bit of darkness
around the corners of all of the objects.
You can control the strength of this
by turning up the factor amount.
If you bring those up to three,
you can see it's a lot darker.
I'm just going to leave it at a value of one.
You can also turn on a bloom and this is going to need
to add a glow around the lights.
So if I come over to here,
you can see with it off,
there is no glow.
But with that turned on,
it adds a nice glow around that area,
which is pretty nice.
You can control the strength of this bloom by
turning up the intensity slider.
I'm just going to leave it at the default settings.
One very important setting that we need to
turn on is a screen space.
Reflections. Make sure that is enabled
and that will change how
your reflections work in your entire scene.
You can see with it off there
is no reflection in the water,
but with it turned on, we now have reflection.
Open up this panel and make
sure refraction is also turned on.
This will allow us to modify
the glass materials we can actually
see through it and then also turn off half raise traced.
So we're actually using
the full resolution on all of the rays.
Next up we're going to open up these shadows.
The cube size is currently set to five at 12.
This will give us a kind of low resolution shadow.
So let's bring that up to a value of 248.
That's just going to increase
the resolution of all of our shadows.
The cascade side, I'm also going to bring up to 2048.
And that will also make and that will also help with
the resolution of the shadows
and making sure everything looks good.
You can also turn on high bit depth shadows
and that will increase the resolution as well.
The indirect lighting we will cover later,
but for now we're going to close that off.
And I think everything else is good to go.
We have medium, high contrast in the color management.
So now let's work on the materials.
I'm going to select the window material
first and then go over to the Material tab.
Make sure you have the glass material selected.
And how this works is we need to
turn on its screen space refraction.
And then we'll be able to see
inside our house as you can see there.
And that is basically all we really need to do.
As with the other materials.
We're going to select our pool water,
turn on screen at space refraction.
And then we should be able to see inside ice,
you can see the other material
that we need to fix is all of the plants.
You can see since they're using a transparent texture,
is giving us a black outline over every single leaf.
So what we need to do is selected that material.
We have the leaves material selected.
Underneath the blend mode,
we need to select Alpha hashed.
And that's going to get rid of
that transparency and give us that this effect,
which looks a lot better.
Let's do the same thing for
this object over here inside the house.
Let's go ahead and select it.
And then on the blend mode,
set it over to Alpha hashed.
Finally, it will come up here to
the big tree and do the same thing.
And you might think to switch it over to alpha blended.
But the problem with that is it doesn't
really work with and multi-layer transparency.
You can see here, if I switch it over to alpha blend,
it's not going to display those at all.
It's only going to display the trees.
So switching it over to
Alpha hat allows other transparent objects.
You can actually see through
them and see that transparency,
which is what we want.
And that looks much better.
You also might notice that we have
a lot of light bleed all over the place,
especially over here in the top right.
Eb is known for rendering light bleed and
there are a couple of ways to fix that.
Let's go ahead and select the lab in our scene.
And the first thing that we need to do to
help prevent that light bleed is to
open up the shadow and then turn on at contact shadows.
What contact shadows does is it basically
takes the light and where there
is a shadow and then adds a little bit
of a shadow really close to that edge.
That edge is determined by the distance slider.
So if I drag this up,
that might help prevent a little bit,
but you can see it's still there.
So another way to fix light bead is
to add some thickness to your object.
So we're gonna go ahead and do that,
select your main A-frame of
the house and go over to the modifier,
tap the thickness slider
here and the solidify modifier we're going to bring up.
First though I'm going to set
the offset all the way up to one.
So instead of extending inside the house,
the thickness is actually going to
go on the outside of the house.
So for the thickness slider,
I'm going to set that up to 0.2 and enter.
And hopefully that will prevent any light bleed that's in
these corners will do the same thing over here.
We're going to select this plane
or this object right here.
And underneath the thickness,
we're going to go up two instead of point
2 because that's a bit too
much on this side of the house.
Let's go up to 0.15 and Enter.
You can see inside that it's
clipping into that object now.
So on the offset,
let's try a value of 0.
That will look a little bit better.
And as you can see though,
there is still some light bleed right there.
Another way to fix that is to lower the lights.
So what we can do is select of those lights right here.
I'll select this one as well.
The select those objects will go back
into rendered view and drag this underneath.
And as you can see, once we drag it underneath,
that light is now gone.
Let's go back into camera view
and double-check the rest of
the scene and I think everything
else is looking pretty good.
Now let's talk about indirect lighting.
Indirect lighting allows there to be
light bounces in EV, at the moment,
there is no light bounces and that's why
the whole scene looks very plain and boring.
So to add light bounces and EV,
you need to add in a new object.
We're going to press Shift a and go
over to the light probe
and then add in any radiance volume object.
With this object selected,
we need to scale it up to match the rest of the scene.
I'm going to go into top view by hitting seven.
And then I'm going to press S to scale and
scale it up to fit the entire house.
Just like this.
So right about there looks pretty good.
You want to make sure that this is as small as it can be
because it's going to take a long time
to bake the indirect lighting.
We're gonna go into front view now and scale
this along the z-axis until it fits the house.
So right about there and then we'll
drag it down right about there.
Looks pretty good.
Let's go over to the settings and we're
going to talk about the resolution.
The resolution is how good at
the indirect lighting will work.
You can see with the screenshots
so that a low resolution,
there's not a very high-quality look
to the bounces of light with a high resolution,
it looks a lot better.
So along the z-axis,
I'm going to leave it at four,
but along the x and the y,
I'm going to bring it up to a value of eight.
You also don't want to go too
high with these values because sometimes it will
look a little bit weird and you'll
have more light bead than usual.
I found that a value of eight for the x and y and
a value of four for the z
looks pretty good for this scene.
So now that we've done that, let's jump back over to
the EV settings and then click on bake indirect lighting.
And that will make the entire scene have bound sliding.
And it will look a really nice.
Now that the indirect lighting has finished baking,
Let's press Z and go into rendered view.
As you can see, there is no lightweight
anywhere and it is looking much better.
The interior now has bounced
lighting and it looks really nice.
It almost looks good as cycles.
So now that we've added all of the indirect lighting,
I think we are ready to render this out.
So for the render samples,
I'm going to go up to a value of 128.
I don't think you need to go any higher than that.
And make sure you save your project once again,
then you can go over to render
and then click on Render Image.
This might take a minute or two
depending on how fast your computer is.
But once it's done rendering,
it'll take those composite knows that we've
created in the last section
and then apply it to the EV render.
And the rotor has finished and it
only took about 20 seconds.
And as you can see, it does look really nice.
If you want to change how the render looks,
you can exit out of this window and go over
to the compositing space right here.
We don't really need a lot of these nodes.
Like for example, we don't need
a gamma nodes, we can get rid of that.
We'll plug it into here.
And then you can change the color if you wanted to.
So if you wanted the shadows to
be just a tiny bit brighter,
you can drive that up.
If the highlights are too bright,
you can drive that down and play around with the nodes
just like you did before in the cycles version.
Once you are happy with the nodes that you've set up,
you can press F 11 to bring back your scene,
come over to here and type in
viewer and select the viewer node.
And then you can press Shift Alt S to save it.
Or you can go over to image and click on Save As,
and then name it however you want.
I'm going to call it AB Tutorial 2,
and then I'll click on Save As.
There we go. We've now rendered
arsine using the EV Render Engine.
Thank you very much for watching this tutorial
if you created your own, I'd love to see it.
So make sure to post it in
the assignments or the projects.
Now just for fun,
here's a comparison with the EV
render engine and the Cycles Render Engine.
You can take a look at these and see
the differences and find the one that you like.
As you can see, they both look really nice.
I think these Cycles render
engine looks a little bit better.
It looks a little bit more realistic.
But the IV, your render engine,
the render time only took
20 seconds and it still looks really good.
So they both have their strengths and
weaknesses, but there it is.
That's gonna do it for this section.
Thank you again for watching and
I'll see you in the next one.